Rewrite Save Data & Impl Save Data Dialog (#824)

* core: Rewrite PSF parser & add encoder

add .sfo hex pattern to /scripts

* core/fs: allow to mount path as read-only

* common: Add CString wrapper to handle native null-terminated strings

* SaveData: rewrite to implement full functionality

* mock value for SYSTEM_VER

* SavaData: backup features

* SavaData: SaveDataMemory features

* imgui Ref-counted textures

- has a background thread to decode textures

* imgui: rework gamepad navigation

* PSF: fixed psf not using enum class for PSFEntryFmt (was a standard old ugly enum)

- Add null check to CString when itself is used in a nullable field

* SaveDataDialog implementation

- Fix Mounting/Unmounting check of SaveInstance
This commit is contained in:
Vinicius Rangel 2024-09-20 06:34:19 -03:00 committed by GitHub
parent 077f8981a7
commit 0f4bcd8c83
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GPG key ID: B5690EEEBB952194
51 changed files with 4919 additions and 1134 deletions

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@ -3,12 +3,25 @@
#pragma once
#include <cmath>
#include <imgui.h>
#include "imgui_internal.h"
#define IM_COL32_GRAY(x) IM_COL32(x, x, x, 0xFF)
namespace ImGui {
namespace Easing {
inline float FastInFastOutCubic(float x) {
constexpr float c4 = 1.587401f; // 4^(1/3)
constexpr float c05 = 0.7937f; // 0.5^(1/3)
return std::pow(c4 * x - c05, 3.0f) + 0.5f;
}
} // namespace Easing
inline void CentralizeWindow() {
const auto display_size = GetIO().DisplaySize;
SetNextWindowPos(display_size / 2.0f, ImGuiCond_Always, {0.5f});
@ -18,10 +31,39 @@ inline void KeepNavHighlight() {
GetCurrentContext()->NavDisableHighlight = false;
}
inline void SetItemCurrentNavFocus() {
inline void SetItemCurrentNavFocus(const ImGuiID id = -1) {
const auto ctx = GetCurrentContext();
SetFocusID(ctx->LastItemData.ID, ctx->CurrentWindow);
SetFocusID(id == -1 ? ctx->LastItemData.ID : id, ctx->CurrentWindow);
ctx->NavInitResult.Clear();
ctx->NavDisableHighlight = false;
}
inline void DrawPrettyBackground() {
const double time = GetTime() / 1.5f;
const float x = ((float)std::cos(time) + 1.0f) / 2.0f;
const float d = Easing::FastInFastOutCubic(x);
u8 top_left = ImLerp(0x13, 0x05, d);
u8 top_right = ImLerp(0x00, 0x07, d);
u8 bottom_right = ImLerp(0x03, 0x27, d);
u8 bottom_left = ImLerp(0x05, 0x00, d);
auto& window = *GetCurrentWindowRead();
auto inner_pos = window.DC.CursorPos - window.WindowPadding;
auto inner_size = GetContentRegionAvail() + window.WindowPadding * 2.0f;
GetWindowDrawList()->AddRectFilledMultiColor(
inner_pos, inner_pos + inner_size, IM_COL32_GRAY(top_left), IM_COL32_GRAY(top_right),
IM_COL32_GRAY(bottom_right), IM_COL32_GRAY(bottom_left));
}
static void DrawCenteredText(const char* text, const char* text_end = nullptr,
ImVec2 content = GetContentRegionAvail()) {
auto pos = GetCursorPos();
const auto text_size = CalcTextSize(text, text_end, false, content.x - 40.0f);
PushTextWrapPos(content.x);
SetCursorPos(pos + (content - text_size) / 2.0f);
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
PopTextWrapPos();
SetCursorPos(pos + content);
}
} // namespace ImGui